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My Yu-Gi-Oh Card Ratings Explained

When rating cards, I end up quickly answering a ton of questions as I analyze the card. Some questions end up getting ignored once the card is identified (as is the case with Spell or Trap Cards) since the questions apply only to Monster Cards. These questions include:
1. What type of card is it?
2. How well does the card work with other cards?
3. Is the card difficult to use?
4. Are there cards with similar effects to that card?

The ratings below demonstrate how well the card fairs in answering these questions and can vary from being on the edge of the rating or somewhere in the middle but is only indicated in the card's comments. All cards start out at a certain rating depending on my initial glance at the card's info, then the rating drops based on the negative parts.
Epic!!!
5/5 A near-perfect card. Cards given this rating have little if any downsides at all and often end up much more generic in terms of use. These cards tend to be few and far between, especially these days.

Example: An effect that allows the controller to destroy all monsters the opponent controls with either no drawback or a drawback the likes of discarding 1 card for its activation.
Outstanding!
4/5 These cards are quite good in that they have maybe one or two downsides but they aren't enough to make the card simply good. The card also tends to be quite generic in terms of use.

Example: An effect that allows the controller to add 1 monster with 2000 or more ATK from their Deck to their hand at a cost of preventing the added monster from attacking that turn.
Decent
3/5 Here's where I start recommending cards to use. These cards are such that they're usable in a variety of Decks without many drawbacks. However, they may have downsides big enough to prevent the card from becoming a great card.

Example: A Level 4 monster with 1900 ATK and either no effect or an effect that doesn't need to be used if the card is on its own.
Alright
2/5 The 2nd lowest rating I'm willing to give. These cards tend to either be pretty specific on usage such as being restricted to particular Archetypes or their effects simply aren't that good, often having more downsides than upsides, some of which may be just short of making the card unplayable.

Example: A Trap Card that destroys monsters on the field that are part of a specific Archetype for a cost of 1000 Life Points.
Poor
1/5 Cards in this range are pretty much useless. They may have an abundance of drawbacks and little if any upsides or the effect makes the card outclassed by cards released before it. They may also have only the summoning requirements as their effect.

Example: A Spell Card whose effect either costs them 2 cards from their hand to destroy 1 monster on the field or prevents its controller's monsters from attacking for 1 or more turns.